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Merge pull request #2863 from ey6es/master
Added alternate IK method for Hydras from code provided by Sixense.
This commit is contained in:
commit
0f2cb46188
4 changed files with 74 additions and 2 deletions
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@ -351,6 +351,7 @@ Menu::Menu() :
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::HandsCollideWithSelf, 0, false);
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::ShowIKConstraints, 0, false);
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::AlignForearmsWithWrists, 0, true);
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::AlternateIK, 0, false);
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addDisabledActionAndSeparator(developerMenu, "Testing");
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@ -267,6 +267,7 @@ private:
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namespace MenuOption {
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const QString AboutApp = "About Interface";
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const QString AlignForearmsWithWrists = "Align Forearms with Wrists";
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const QString AlternateIK = "Alternate IK";
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const QString AmbientOcclusion = "Ambient Occlusion";
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const QString Atmosphere = "Atmosphere";
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const QString Attachments = "Attachments...";
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@ -164,7 +164,8 @@ void SkeletonModel::applyPalmData(int jointIndex, PalmData& palm) {
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// rotate palm to align with its normal (normal points out of hand's palm)
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glm::quat palmRotation;
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if (Menu::getInstance()->isOptionChecked(MenuOption::AlignForearmsWithWrists)) {
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if (!Menu::getInstance()->isOptionChecked(MenuOption::AlternateIK) &&
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Menu::getInstance()->isOptionChecked(MenuOption::AlignForearmsWithWrists)) {
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getJointRotation(parentJointIndex, palmRotation, true);
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} else {
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getJointRotation(jointIndex, palmRotation, true);
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@ -176,7 +177,10 @@ void SkeletonModel::applyPalmData(int jointIndex, PalmData& palm) {
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palmRotation = rotationBetween(palmRotation * glm::vec3(-sign, 0.0f, 0.0f), direction) * palmRotation;
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// set hand position, rotation
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if (Menu::getInstance()->isOptionChecked(MenuOption::AlignForearmsWithWrists)) {
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if (Menu::getInstance()->isOptionChecked(MenuOption::AlternateIK)) {
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setHandPosition(jointIndex, palm.getPosition(), palmRotation);
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} else if (Menu::getInstance()->isOptionChecked(MenuOption::AlignForearmsWithWrists)) {
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glm::vec3 forearmVector = palmRotation * glm::vec3(sign, 0.0f, 0.0f);
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setJointPosition(parentJointIndex, palm.getPosition() + forearmVector *
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geometry.joints.at(jointIndex).distanceToParent * extractUniformScale(_scale));
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@ -276,3 +280,68 @@ void SkeletonModel::renderJointConstraints(int jointIndex) {
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glLineWidth(1.0f);
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}
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void SkeletonModel::setHandPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation) {
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// this algorithm is from sample code from sixense
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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int elbowJointIndex = geometry.joints.at(jointIndex).parentIndex;
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if (elbowJointIndex == -1) {
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return;
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}
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int shoulderJointIndex = geometry.joints.at(elbowJointIndex).parentIndex;
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glm::vec3 shoulderPosition;
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if (!getJointPosition(shoulderJointIndex, shoulderPosition)) {
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return;
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}
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// precomputed lengths
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float scale = extractUniformScale(_scale);
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float upperArmLength = geometry.joints.at(elbowJointIndex).distanceToParent * scale;
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float lowerArmLength = geometry.joints.at(jointIndex).distanceToParent * scale;
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// first set wrist position
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glm::vec3 wristPosition = position;
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glm::vec3 shoulderToWrist = wristPosition - shoulderPosition;
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float distanceToWrist = glm::length(shoulderToWrist);
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// prevent gimbal lock
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if (distanceToWrist > upperArmLength + lowerArmLength - EPSILON) {
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distanceToWrist = upperArmLength + lowerArmLength - EPSILON;
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shoulderToWrist = glm::normalize(shoulderToWrist) * distanceToWrist;
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wristPosition = shoulderPosition + shoulderToWrist;
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}
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// cosine of angle from upper arm to hand vector
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float cosA = (upperArmLength * upperArmLength + distanceToWrist * distanceToWrist - lowerArmLength * lowerArmLength) /
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(2 * upperArmLength * distanceToWrist);
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float mid = upperArmLength * cosA;
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float height = sqrt(upperArmLength * upperArmLength + mid * mid - 2 * upperArmLength * mid * cosA);
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// direction of the elbow
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glm::vec3 handNormal = glm::cross(rotation * glm::vec3(0.0f, 1.0f, 0.0f), shoulderToWrist); // elbow rotating with wrist
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glm::vec3 relaxedNormal = glm::cross(glm::vec3(0.0f, 1.0f, 0.0f), shoulderToWrist); // elbow pointing straight down
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const float NORMAL_WEIGHT = 0.5f;
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glm::vec3 finalNormal = glm::mix(relaxedNormal, handNormal, NORMAL_WEIGHT);
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bool rightHand = (jointIndex == geometry.rightHandJointIndex);
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if (rightHand ? (finalNormal.y > 0.0f) : (finalNormal.y < 0.0f)) {
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finalNormal.y = 0.0f; // dont allow elbows to point inward (y is vertical axis)
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}
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glm::vec3 tangent = glm::normalize(glm::cross(shoulderToWrist, finalNormal));
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// ik solution
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glm::vec3 elbowPosition = shoulderPosition + glm::normalize(shoulderToWrist) * mid - tangent * height;
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glm::vec3 forwardVector(rightHand ? -1.0f : 1.0f, 0.0f, 0.0f);
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glm::quat shoulderRotation;
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getJointRotation(shoulderJointIndex, shoulderRotation, true);
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applyRotationDelta(shoulderJointIndex, rotationBetween(shoulderRotation * forwardVector, elbowPosition - shoulderPosition), false);
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glm::quat elbowRotation;
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getJointRotation(elbowJointIndex, elbowRotation, true);
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applyRotationDelta(elbowJointIndex, rotationBetween(elbowRotation * forwardVector, wristPosition - elbowPosition), false);
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setJointRotation(jointIndex, rotation, true);
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}
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@ -51,6 +51,7 @@ protected:
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private:
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void renderJointConstraints(int jointIndex);
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void setHandPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation);
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Avatar* _owningAvatar;
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};
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